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osu-lazer/osu.Game.Rulesets.Osu/Replays/OsuReplayFrame.cs
2020-03-25 20:21:34 +09:00

49 lines
1.5 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Replays.Legacy;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Replays.Types;
using osuTK;
namespace osu.Game.Rulesets.Osu.Replays
{
public class OsuReplayFrame : ReplayFrame, IConvertibleReplayFrame
{
public Vector2 Position;
public List<OsuAction> Actions = new List<OsuAction>();
public OsuReplayFrame()
{
}
public OsuReplayFrame(double time, Vector2 position, params OsuAction[] actions)
: base(time)
{
Position = position;
Actions.AddRange(actions);
}
public void FromLegacy(LegacyReplayFrame currentFrame, IBeatmap beatmap, ReplayFrame lastFrame = null)
{
Position = currentFrame.Position;
if (currentFrame.MouseLeft) Actions.Add(OsuAction.LeftButton);
if (currentFrame.MouseRight) Actions.Add(OsuAction.RightButton);
}
public LegacyReplayFrame ToLegacy(IBeatmap beatmap)
{
ReplayButtonState state = ReplayButtonState.None;
if (Actions.Contains(OsuAction.LeftButton))
state |= ReplayButtonState.Left1;
if (Actions.Contains(OsuAction.RightButton))
state |= ReplayButtonState.Right1;
return new LegacyReplayFrame(Time, Position.X, Position.Y, state);
}
}
}